using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace AdamSync
{
    public class RoomInstructController : MonoBehaviour
    {
        public Text roomID;
        public Text roomName;
        public Text missionModelInfo;
        public Text thinkDataInfo;
        public Text users;
        public Button startGameBtn;
        public Button cancelGameBtn;
        public List<string> usersID = new List<string>();
        public GameObject roomView;
        private void Start()
        {
            SyncCreateRoom.getusersRequset += OnGetAllUsers;
            SyncCreateRoom.send2userRequset += OnJionsRequset;
            startGameBtn.onClick.AddListener(OnStartGame);
            cancelGameBtn.onClick.AddListener(OnCancelGame);
        }

        private void OnJionsRequset(string obj)
        {
            if (obj.Equals("joins"))
            {
             
            }
        }

        private void OnCancelGame()
        {
            users.text = "";
        }



        private void OnGetAllUsers(string obj)
        {
            Debug.Log("OnGetAllUsers=" + obj);
        }

        public void OnStartGame()
        {
            string msg = "joins " + roomID.text;
            _ = SyncCreateRoom.SendMessageAsync(msg);
        }



        public void SetRoomViewInfo(int _ID, string _name, string _thinkDataInfo, string _missionModelInfo)
        {
            string msg = "getusers ";
            _ = SyncCreateRoom.SendMessageAsync(msg);
            roomView.SetActive(true);
            roomID.text = _ID.ToString();
            roomName.text = _name;
            missionModelInfo.text = _missionModelInfo;
            thinkDataInfo.text = _thinkDataInfo;
        }

    }
}